Method of using video and ai in wagering

ABSTRACT

A system and method for utilizing video analysis to enhance in-play sports wagering by overlaying potential play outcomes with the live video and adjusting the display of the potential outcomes based on the video analysis of the actual play’s outcome.

FIELD

The embodiments are generally related to wagering on paths taken byplayers or objects inside of individual plays of a sporting event.

BACKGROUND

Current sports betting platforms offer numerous different ways to wageron entire sporting events, or individual aspects or portions of thoseevents. However, they do not currently offer a manner for wagering onthe movements of players or objects in the field of play.

While sporting events with many stoppages in play make it easier to havemany wagering opportunities in a single game, more fluid sports likesoccer or basketball, need wagers that can be adapted to that sport.

When wagering on a sporting event or portion of a sporting event, havingthe actual result relative to the user’s wager is desirable. If thewager is based on the path of player or object in the field of play,there are no current solutions that will compare the projected path tothe wagered upon path.

SUMMARY

The embodiments include methods, systems, and apparatuses for usingvideo and artificial intelligence in wagering. One embodiment includes amethod for wagering on the path of a player or object in the field ofplay during a single play of a live event and displaying a probabilisticoutcome over video of the live event, including retrieving at least oneactive live event upon which wagers can be placed on plays occurringinside of that live event, presenting at least one wagering option on aplay occurring inside of the live event, selecting a path of at leastone player or object in a field of play inside the live event for makingat least one wager, making a path wager on the selected path, displayingthe selected path over a display of the live event, and comparingmovement of players and/or objects in the field of play to historicalvideo of the same players in similar plays from at least one of one ormore previous live events and previous movements of the players in thecurrent live event, determining a projected path of the player and/orobject, overlaying the projected path of the player and/or object overthe live event display, and adjusting display of the overlaid projectedpath based on a confidence in the projection.

Another embodiment includes a computer implemented method for wageringon the path of a player or object on the field of play during a singleplay of a live event, including executing on a processor the steps ofdisplaying at least one active live event upon which wagers can beplaced on plays occurring inside of that live event, displaying at leastone wagering option on a play occurring inside of the live event,displaying a path, on an interface, of at least one player or object ina field of play inside the live event for making at least one wager,displaying a path wager placed on the selected path, displaying the userselected path over a display of the live event, overlaying a projectedpath of the player or object over the live event display, adjustingdisplay of the overlaid projected path during the play in the liveevent; and displaying an output of the path wager.

BRIEF DESCRIPTIONS OF THE DRAWINGS

The accompanying drawings illustrate various embodiments of systems,methods, and various other aspects. Any person with ordinary skills inthe art will appreciate that the illustrated element boundaries (e.g.boxes, groups of boxes, or other shapes) in the figures represent anexample of the boundaries. It may be understood that, in some examples,one element may be designed as multiple elements or that multipleelements may be designed as one element. In some examples, an elementshown as an internal component of one element may be implemented as anexternal component in another, and vice versa. Furthermore, elements maynot be drawn to scale. Non-limiting and non-exhaustive descriptions aredescribed with reference to the following drawings. The components inthe figures are not necessarily to scale, emphasis instead being placedupon illustrating principles.

FIG. 1 illustrates an AI based path wagering, according to anembodiment.

FIG. 2 illustrates a current wager database, according to an embodiment.

FIG. 3 illustrates a path wagering module, according to an embodiment.

FIG. 4 illustrates an AI vision module, according to an embodiment.

DETAILED DESCRIPTION

Aspects of the present invention are disclosed in the followingdescription and related figures directed to specific embodiments of theinvention. Those of ordinary skill in the art will recognize thatalternate embodiments may be devised without departing from the spiritor the scope of the claims. Additionally, well-known elements ofexemplary embodiments of the invention will not be described in detailor will be omitted so as not to obscure the relevant details of theinvention

As used herein, the word exemplary means serving as an example, instanceor illustration. The embodiments described herein are not limiting, butrather are exemplary only. It should be understood that the describedembodiments are not necessarily to be construed as preferred oradvantageous over other embodiments. Moreover, the terms embodiments ofthe invention, embodiments or invention do not require that allembodiments of the invention include the discussed feature, advantage,or mode of operation.

Further, many of the embodiments described herein are described in termsof sequences of actions to be performed by, for example, elements of acomputing device. It should be recognized by those skilled in the artthat the various sequence of actions described herein can be performedby specific circuits (e.g., application specific integrated circuits(ASICs)) and/or by program instructions executed by at least oneprocessor. Additionally, the sequence of actions described herein can beembodied entirely within any form of computer-readable storage mediumsuch that execution of the sequence of actions enables the processor toperform the functionality described herein. Thus, the various aspects ofthe present invention may be embodied in a number of different forms,all of which have been contemplated to be within the scope of theclaimed subject matter. In addition, for each of the embodimentsdescribed herein, the corresponding form of any such embodiments may bedescribed herein as, for example, a computer configured to perform thedescribed action.

With respect to the embodiments, a summary of terminology used herein isprovided.

An action refers to a specific play or specific movement in a sportingevent. For example, an action may determine which players were involvedduring a sporting event. In some embodiments, an action may be a throw,shot, pass, swing, kick, hit, performed by a participant in a sportingevent. In some embodiments, an action may be a strategic decision madeby a participant in the sporting event such as a player, coach,management, etc. In some embodiments, an action may be a penalty, foul,or type of infraction occurring in a sporting event. In someembodiments, an action may include the participants of the sportingevent. In some embodiments, an action may include beginning events ofsporting event, for example opening tips, coin flips, opening pitch,national anthem singers, etc. In some embodiments, a sporting event maybe football, hockey, basketball, baseball, golf, tennis, soccer,cricket, rugby, MMA, boxing, swimming, skiing, snowboarding, horseracing, car racing, boat racing, cycling, wrestling, Olympic sport,eSports, etc. Actions can be integrated into the embodiments in avariety of manners.

A “bet” or “wager” is to risk something, usually a sum of money, againstsomeone else’s or an entity on the basis of the outcome of a futureevent, such as the results of a game or event. It may be understood thatnon-monetary items may be the subject of a “bet” or “wager” as well,such as points or anything else that can be quantified for a “wager” or“bet.” A bettor refers to a person who bets or wagers. A bettor may alsobe referred to as a user, client, or participant throughout the presentinvention. A “bet” or “wager” could be made for obtaining or risking acoupon or some enhancements to the sporting event, such as better seats,VIP treatment, etc. A “bet” or “wager” can be done for certain amount orfor a future time. A “bet” or “wager” can be done for being able toanswer a question correctly. A “bet” or “wager” can be done within acertain period of time. A “bet” or “wager” can be integrated into theembodiments in a variety of manners.

A “book” or “sportsbook” refers to a physical establishment that acceptsbets on the outcome of sporting events. A “book” or “sportsbook” systemenables a human working with a computer to interact, according to set ofboth implicit and explicit rules, in an electronically powered domainfor the purpose of placing bets on the outcome of sporting event. Anadded game refers to an event not part of the typical menu of wageringofferings, often posted as an accommodation to patrons. A “book” or“sportsbook” can be integrated into the embodiments in a variety ofmanners.

To “buy points” means a player pays an additional price (more money) toreceive a half-point or more in the player’s favor on a point spreadgame. Buying points means you can move a point spread, for example up totwo points in your favor. “Buy points” can be integrated into theembodiments in a variety of manners.

The “price” refers to the odds or point spread of an event. To “take theprice” means betting the underdog and receiving its advantage in thepoint spread. “Price” can be integrated into the embodiments in avariety of manners.

“No action” means a wager in which no money is lost or won, and theoriginal bet amount is refunded. “No action” can be integrated into theembodiments in a variety of manners.

The “sides” are the two teams or individuals participating in an event:the underdog and the favorite. The term “favorite” refers to the teamconsidered most likely to win an event or game. The “chalk” refers to afavorite, usually a heavy favorite. Bettors who like to bet bigfavorites are referred to “chalk eaters” (often a derogatory term). Anevent or game in which the sports book has reduced its betting limits,usually because of weather or the uncertain status of injured players isreferred to as a “circled game.” “Laying the points or price” meansbetting the favorite by giving up points. The term “dog” or “underdog”refers to the team perceived to be most likely to lose an event or game.A “longshot” also refers to a team perceived to be unlikely to win anevent or game. “Sides”, “favorite”, “chalk”, “circled game”, “laying thepoints price”, “dog” and “underdog” can be integrated into theembodiments in a variety of manners.

The “money line” refers to the odds expressed in terms of money. Withmoney odds, whenever there is a minus (-) the player “lays” or is“laying” that amount to win (for example $100); where there is a plus(+) the player wins that amount for every $100 wagered. A “straight bet”refers to an individual wager on a game or event that will be determinedby a point spread or money line. The term “straight-up” means winningthe game without any regard to the “point spread”; a “money-line” bet.“Money line”, “straight bet”, “straight-up” can be integrated into theembodiments in a variety of manners.

The “line” refers to the current odds or point spread on a particularevent or game. The “point spread” refers to the margin of points inwhich the favored team must win an event by to “cover the spread.” To“cover” means winning by more than the “point spread”. A handicap of the“point spread” value is given to the favorite team so bettors can choosesides at equal odds. “Cover the spread” means that a favorite win anevent with the handicap considered or the underdog wins with additionalpoints. To “push” refers to when the event or game ends with no winneror loser for wagering purposes, a tie for wagering purposes. A “tie” isa wager in which no money is lost or won because the teams’ scores wereequal to the number of points in the given “point spread”. The “openingline” means the earliest line posted for a particular sporting event orgame. The term “pick” or “pick’ em” refers to a game when neither teamis favored in an event or game. “Line”, “cover the spread”, “cover”,“tie”, “pick” and “pick-em” can be integrated into the embodiments in avariety of manners.

To “middle” means to win both sides of a game; wagering on the“underdog” at one point spread and the favorite at a different pointspread and winning both sides. For example, if the player bets theunderdog +4 ½ and the favorite -3 ½ and the favorite wins by 4, theplayer has middled the book and won both bets. “Middle” can beintegrated into the embodiments in a variety of manners.

Digital gaming refers to any type of electronic environment that can becontrolled or manipulated by a human user for entertainment purposes. Asystem that enables a human and a computer to interact according to setof both implicit and explicit rules, in an electronically powered domainfor the purpose of recreation or instruction. “eSports” refers to a formof sports competition using video games, or a multiplayer video gameplayed competitively for spectators, typically by professional gamers.Digital gaming and “eSports” can be integrated into the embodiments in avariety of manners.

The term event refers to a form of play, sport, contest, or game,especially one played according to rules and decided by skill, strength,or luck. In some embodiments, an event may be football, hockey,basketball, baseball, golf, tennis, soccer, cricket, rugby, MMA, boxing,swimming, skiing, snowboarding, horse racing, car racing, boat racing,cycling, wrestling, Olympic sport, etc. Event can be integrated into theembodiments in a variety of manners.

The “total” is the combined number of runs, points or goals scored byboth teams during the game, including overtime. The “over” refers to asports bet in which the player wagers that the combined point total oftwo teams will be more than a specified total. The “under” refers tobets that the total points scored by two teams will be less than acertain figure. “Total”, “over”, and “under” can be integrated into theembodiments in a variety of manners.

A “parlay” is a single bet that links together two or more wagers; towin the bet, the player must win all the wagers in the “parlay”. If theplayer loses one wager, the player loses the entire bet. However, if hewins all the wagers in the “parlay”, the player wins a higher payoffthan if the player had placed the bets separately. A “round robin” is aseries of parlays. A “teaser” is a type of parlay in which the pointspread, or total of each individual play is adjusted. The price ofmoving the point spread (teasing) is lower payoff odds on winningwagers. “Parlay”, “round robin”, “teaser” can be integrated into theembodiments in a variety of manners.

A “prop bet” or “proposition bet” means a bet that focuses on theoutcome of events within a given game. Props are often offered onmarquee games of great interest. These include Sunday and Monday nightpro football games, various high-profile college football games, majorcollege bowl games and playoff and championship games. An example of aprop bet is “Which team will score the first touchdown?” “Prop bet” or“proposition bet” can be integrated into the embodiments in a variety ofmanners.

A “first-half bet” refers to a bet placed on the score in the first halfof the event only and only considers the first half of the game orevent. The process in which you go about placing this bet is the sameprocess that you would use to place a full game bet, but as previouslymentioned, only the first half is important to a first-half bet type ofwager. A “half-time bet” refers to a bet placed on scoring in the secondhalf of a game or event only. “First-half-bet” and “half-time-bet” canbe integrated into the embodiments in a variety of manners.

A “futures bet” or “future” refers to the odds that are posted well inadvance on the winner of major events, typical future bets are the ProFootball Championship, Collegiate Football Championship, the ProBasketball Championship, the Collegiate Basketball Championship, and thePro Baseball Championship. “Futures bet” or “future” can be integratedinto the embodiments in a variety of manners.

The “listed pitchers” is specific to a baseball bet placed only if bothof the pitchers scheduled to start a game actually start. If they don’t,the bet is deemed “no action” and refunded. The “run line” in baseball,refers to a spread used instead of the money line. “Listed pitchers” and“no action” and “run line” can be integrated into the embodiments in avariety of manners.

The term “handle” refers to the total amount of bets taken. The term“hold” refers to the percentage the house wins. The term “juice” refersto the bookmaker’s commission, most commonly the 11 to 10 bettors lay onstraight point spread wagers: also known as “vigorish” or “vig”. The“limit” refers to the maximum amount accepted by the house before theodds and/or point spread are changed. “Off the board” refers to a gamein which no bets are being accepted. “Handle”, “juice”, vigorish”, “vig”and “off the board” can be integrated into the embodiments in a varietyof manners.

“Casinos” are a public room or building where gambling games are played.“Racino” is a building complex or grounds having a racetrack andgambling facilities for playing slot machines, blackjack, roulette, etc.“Casino” and “Racino” can be integrated into the embodiments in avariety of manners.

Customers are companies, organizations or individual that would deploy,for fees, and may be part of, of perform, various system elements ormethod steps in the embodiments.

Managed service user interface service is a service that can helpcustomers (1) manage third parties, (2) develop the web, (3) do dataanalytics, (4) connect thru application program interfaces and (4) trackand report on player behaviors. A managed service user interface can beintegrated into the embodiments in a variety of manners.

Managed service risk management services are a service that assistscustomers with (1) very important person management, (2) businessintelligence, and (3) reporting. These managed service risk managementservices can be integrated into the embodiments in a variety of manners.

Managed service compliance service is a service that helps customersmanage (1) integrity monitoring, (2) play safety, (3) responsiblegambling and (4) customer service assistance. These managed servicecompliance services can be integrated into the embodiments in a varietyof manners.

Managed service pricing and trading service is a service that helpscustomers with (1) official data feeds, (2) data visualization and (3)land based, on property digital signage. These managed service pricingand trading services can be integrated into the embodiments in a varietyof manners.

Managed service and technology platform are services that helpscustomers with (1) web hosting, (2) IT support and (3) player accountplatform support. These managed service and technology platform servicescan be integrated into the embodiments in a variety of manners.

Managed service and marketing support services are services that helpcustomers (1) acquire and retain clients and users, (2) provide forbonusing options and (3) develop press release content generation. Thesemanaged service and marketing support services can be integrated intothe embodiments in a variety of manners.

Payment processing services are those services that help customers thatallow for (1) account auditing and (2) withdrawal processing to meetstandards for speed and accuracy. Further, these services can providefor integration of global and local payment methods. These paymentprocessing services can be integrated into the embodiments in a varietyof manners.

Engaging promotions allow customers to treat your players to free bets,odds boosts, enhanced access and flexible cashback to boost lifetimevalue. Engaging promotions can be integrated into the embodiments in avariety of manners.

“Cash out” or “pay out” or “payout” allow customers to make available,on singles bets or accumulated bets with a partial cash out where eachoperator can control payouts by managing commission and availability atall times. The “cash out” or “payout” or “payout” can be integrated intothe embodiments in a variety of manners, including both monetary andnon-monetary payouts, such as points, prizes, promotional or discountcodes, and the like.

“Customized betting” allow customers to have tailored personalizedbetting experiences with sophisticated tracking and analysis of players’behavior. “Customized betting” can be integrated into the embodiments ina variety of manners.

Kiosks are devices that offer interactions with customers clients andusers with a wide range of modular solutions for both retail and onlinesports gaming. Kiosks can be integrated into the embodiments in avariety of manners.

Business Applications are an integrated suite of tools for customers tomanage the everyday activities that drive sales, profit, and growth,from creating and delivering actionable insights on performance to helpcustomers to manage the sports gaming. Business Applications can beintegrated into the embodiments in a variety of manners.

State based integration allows for a given sports gambling game to bemodified by states in the United States or countries, based upon thestate the player is in, based upon mobile phone or other geolocationidentification means. State based integration can be integrated into theembodiments in a variety of manners.

Game Configurator allow for configuration of customer operators to havethe opportunity to apply various chosen or newly created business ruleson the game as well as to parametrize risk management. Game configuratorcan be integrated into the embodiments in a variety of manners.

“Fantasy sports connector” are software connectors between method stepsor system elements in the embodiments that can integrate fantasy sports.Fantasy sports allow a competition in which participants selectimaginary teams from among the players in a league and score pointsaccording to the actual performance of their players. For example, if aplayer in a fantasy sports is playing at a given real time sports, oddscould be changed in the real time sports for that player.

Software as a service (or SaaS) is a method of software delivery andlicensing in which software is accessed online via a subscription,rather than bought and installed on individual computers. Software as aservice can be integrated into the embodiments in a variety of manners.

Synchronization of screens means synchronizing bets and results betweendevices, such as TV and mobile, PC and wearables. Synchronization ofscreens can be integrated into the embodiments in a variety of manners.

Automatic content recognition (ACR) is an identification technology torecognize content played on a media device or present in a media file.Devices containing ACR support enable users to quickly obtain additionalinformation about the content they see without any user-based input orsearch efforts. To start the recognition, a short media clip (audio,video, or both) is selected. This clip could be selected from within amedia file or recorded by a device. Through algorithms such asfingerprinting, information from the actual perceptual content is takenand compared to a database of reference fingerprints, each referencefingerprint corresponding to a known recorded work. A database maycontain metadata about the work and associated information, includingcomplementary media. If the fingerprint of the media clip is matched,the identification software returns the corresponding metadata to theclient application. For example, during an in-play sports game a“fumble” could be recognized and at the time stamp of the event,metadata such as “fumble” could be displayed. Automatic contentrecognition (ACR) can be integrated into the embodiments in a variety ofmanners.

Joining social media means connecting an in-play sports game bet orresult to a social media connection, such as a FACEBOOK® chatinteraction. Joining social media can be integrated into the embodimentsin a variety of manners.

Augmented reality means a technology that superimposes acomputer-generated image on a user’s view of the real world, thusproviding a composite view. In an example of this invention, a real timeview of the game can be seen and a “bet” which is a computer-generateddata point is placed above the player that is bet on. Augmented realitycan be integrated into the embodiments in a variety of manners.

Some embodiments of this disclosure, illustrating all its features, willnow be discussed in detail. It can be understood that the embodimentsare intended to be open ended in that an item or items used in theembodiments is not meant to be an exhaustive listing of such item oritems, or meant to be limited to only the listed item or items.

It can be noted that as used herein and in the appended claims, thesingular forms “a,” “an,” and “the” include plural references unless thecontext clearly dictates otherwise. Although any systems and methodssimilar or equivalent to those described herein can be used in thepractice or testing of embodiments, only some exemplary systems andmethods are now described.

FIG. 1 is a system for an AI-based path wagering. This system mayinclude a live event 102, for example a sporting event such as afootball game, basketball game, baseball game, hockey game, tennismatch, golf tournament, eSports, or digital game, etc. The live event102 will include some number of actions or plays, upon with a user orbettor or customer can place a bet or wager, typically through an entitycalled a sportsbook. There are numerous types of wagers the bettor canmake, including, but not limited to, a straight bet, a money line bet, abet with a point spread or line that bettor’s team would need to cover,if the result of the game with the same as the point spread the userwould not cover the spread, but instead the tie is called a push. If theuser is betting on the favorite, they are giving points to the opposingside, which is the underdog or longshot. Betting on all favorites isreferred to as chalk, this is typically applied to round robin, or otherstyles of tournaments. There are other types of wagers, includingparlays, teasers, and prop bets, that are added games, that often allowthe user to customize their betting, by changing the odds and payoutsthey receive on a wager. Certain sportsbooks will allow the bettor tobuy points to move the point spread off of the opening line; this willincrease the price of the bet, sometimes by increasing the “juice”,“vig”, or hold that the sportsbook takes. Another type of wager thebettor can make is an over/under, in which the user bets over or under atotal for the live event 102, such as the score of an American footballgame or the run line in baseball, or a series of plays in the live event102. Sportsbooks have a number of bets they can handle, which can be alimit of wagers they can take on either side of a bet before they willmove the line or odds off of the opening line. Additionally, there arecircumstances, such as an injury to an important player (such as alisted pitcher), in which a sportsbook, casino or racino will take anavailable wager off the board. As the line moves there becomes anopportunity for a bettor to bet on both sides at different point spreadsin order to middle and win both bets. Sportsbooks will often offer betson portions of games, such as first half bets and half-time bets.Additionally, the sportsbook can offer futures bets on live events inthe future. Sportsbooks further need to offer payment processingservices in order to cash out customers. This can be done at kiosks atthe live event 102 or at another location.

Further, a plurality of sensors 104 that may be used such as motionsensors, temperature sensors, humidity sensors, cameras such as an RGB-DCamera which is a digital camera capturing color (RGB) and depthinformation for every pixel in an image, microphones, radiofrequencyreceiver, a thermal imager, a radar device, a lidar device, anultrasound device, a speaker, wearable devices etc. Also, the pluralityof sensors may include tracking devices, such as RFID tags, GPS chips orother such devices embedded on uniforms, in equipment, in the field ofplay, in the boundaries of the field of play, or other markers on thefield of play, and the like. Imaging devices may also be used astracking devices such as player tracking that compiles statisticalinformation through real-time X, Y positioning of players and X, Y, Zpositioning of the ball. In this embodiment only the video feed is used,but in other embodiments additional sensor data can be used to augmentthe accuracy of the probabilistic engine (See, eg., Memory AugmentedDeep Generative models for Forecasting the Next Shot Location in Tennis,Fernando et. Al, which is incorporated by reference herein in itsentirety).

Further, a cloud 106 or communication network that may be a wired and/ora wireless network. The communication network, if wireless, may beimplemented using communication techniques such as visible lightcommunication (VLC), worldwide interoperability for microwave access(WiMAX), long term evolution (LTE), wireless local area network (WLAN),infrared (IR) communication, public switched telephone network (PSTN),radio waves, and other communication techniques known in the art. Thecommunication network may allow ubiquitous access to shared pools ofconfigurable system resources and higher-level services that can berapidly provisioned with minimal management effort, often over theInternet and relies on sharing of resources to achieve coherence andeconomies of scale, like a public utility, while third-party cloudsenable organizations to focus on their core businesses instead ofexpending resources on computer infrastructure and maintenance. Thecloud 106 may be communicatively coupled to wagering network 108 whichmay perform real time analysis on the type of play and the result of theplay. The cloud 106 may also be synchronized with game situational data,such as the time of the game, the score, location on the field, weatherconditions, and the like, which may affect the choice of play utilized.For example, in other exemplary embodiments, the cloud 106 may notreceive data gathered from sensors and may, instead, receive data froman alternative data feed, such as SPORTRADAR. This data may be compiledsubstantially immediately following the completion of any play and thedata from this feed may be compared with a variety of team data andleague data based on a variety of elements, including down, possession,score, time, team, and so forth, as described in various exemplaryembodiments herein.

In a further embodiment, a wagering network 108, may perform real timeanalysis on the type of play and the result of a play or action. Thewagering network 108 (or cloud 106) may also be synchronized with gamesituational data, such as the time of the game, the score, location onthe field, weather conditions, and the like which may affect the choiceof play utilized. For example, in other exemplary embodiments, wageringnetwork 108 may not receive data gathered from sensors and may, instead,receive data from an alternative data feed, such as SPORTRADAR. Thisdata may be compiled substantially immediately following the completionof any play and the data from this feed may be compared with a varietyof team data and league data based on a variety of elements, includingdown, possession, score, time, team, and so forth, as described invarious exemplary embodiments herein. The wagering network can offer anumber of software as a service managed services such as, user interfaceservice, risk management service, compliance, pricing and tradingservice, IT support of the technology platform, business applications,game configuration, state based integration, fantasy sports connection,integration to allow the joining of social media, as well as marketingsupport services that can create engaging promotions to the user.

Further, an embodiment may utilize a user database 110 which containsdata relevant to all users of the system, which may include a user ID, adevice identifier, a paired device identifier, wagering history, andwallet information, among other information, for the user.

Further, the embodiments can utilize an odds calculation module 112which utilizes historical play data to calculate odds for in-playwagers.

Further, a historical plays database 114 that contains play data for thetype of sport being played in live sporting event 102 may be utilized inthe embodiment. For example, in American Football, for optimal oddscalculation, the historical play data should include meta data about thehistorical plays, such as but not limited to, time, location, weather,previous plays, opponent, physiological data, etc.

Further, embodiments may utilize an odds database 116 that contains theodds calculated by the odds calculation module 112. The odds database isused for reference by the path wagering module 122 to display the oddson either the user’s mobile device 126 or a secondary display 130, andto take bets from the user through the mobile device 126 wagering app128. The embodiments may also include an AI video database 118 thatstores historical video of players involved in the current live event102, and that is used by the AI vision module 124, to predict the pathof a player or object in the field of play. In an example where the useris wagering on the path of a pass catcher in an American football game,the database will have video of the potential pass catchers runningroutes in past games, or past plays from the current live event 102. TheAI vision module 124, for example such as the tennis shot predictordescribed in Memory Augmented Deep Generative models for ForecastingNext Shot Location in Tennis (Fernando et al.) will then use this datato identify similar movements in the live event video feed to predictthe path the pass catcher will take. Further, in the embodiments, it maybe understood that only certain players in a live event may be subjectto path wagers. In the example above, potential pass catchers are used.A further example could use both path catchers and running backs, butmay exclude other players, for example offensive linemen, as desired.

Further, a current wager database 120 that stores the wagers made on thecurrent play in the live event 102, to be used by the AI vision module124 to adjust the display of the live event 102 on either the user’smobile device 126 or a secondary display 130.

Further, a path wagering module 122 then displays available wagers fromthe odds database 116 on either the user’s mobile device 126 or theirdisplay 130. Next, a wager can be collected from the user and recordedin the current wager database 120. The recording of the wager in thecurrent wager database 120 can prompt the AI vision module 124 to adjustthe display of the live event 102 to include the user’s wagered uponpath as well as the predicted path, with the predicted path changing inappearance to indicate the level of confidence the AI has in thepredicted path, and monitor for the completion of the play. Once theplay is completed, the path wagering module 122 compares the actualresult of the play to the wagered upon result and updates the accountbalance of the user in the user database 110. This continues for everyplay until the live event 102 is over, the user closes the wagering app128, or some other action is taken where further updates are notnecessary.

Further, in some embodiments the AI vision module 124 compares video ofthe live event 102 to historical video in the AI video database 118 inorder to project the path of a player or object in the field of play. Inthis example, the module is projecting the route of potential passcatchers in an American football game, for example a post route, goroute, out route, wheel route, etc. The projected route is overlaid onlive event 102 video on the display 130 or mobile device 126 of the useras the projected route and the module’s confidence in its predictionchange. This continues to loop until the play is completed, at whichpoint the path wagering module 122 is prompted by the AI vision module124.

Further, a mobile device 126, such as a computing device, laptop,smartphone, tablet, computer, smart speaker, or other I/O devices, maybe utilized as a wagering platform. I/O devices may be present in thecomputing device. Input devices for inputting data or wagers may includekeyboards, mice, trackpads, trackballs, touchpads, touch mice,multi-touch touchpads and touch mice, microphones, multi-arraymicrophones, drawing tablets, cameras, single-lens reflex camera (SLR),digital SLR (DSLR), CMOS sensors, accelerometers, infrared opticalsensors, pressure sensors, magnetometer sensors, angular rate sensors,depth sensors, proximity sensors, ambient light sensors, gyroscopicsensors, or other sensors, and the like. Output devices, which may beused to output data to a user, may include video displays, graphicaldisplays, speakers, headphones, inkjet printers, laser printers, and 3Dprinters. Devices may include a combination of multiple input or outputdevices, including, e.g., Microsoft KINECT, Nintendo Wii mote for theWIT, Nintendo WII U GAMEPAD, or Apple IPHONE. Some devices allow gesturerecognition inputs through combining some of the inputs and outputs.Some devices are capable of facial recognition which may be utilized asan input for different purposes including authentication and othercommands. Some devices allow for voice recognition and inputs,including, e.g., Microsoft KINECT, SIRI for IPHONE by Apple, Google Nowor Google Voice Search. Additional user devices have both input andoutput capabilities, including, e.g., haptic feedback devices,touchscreen displays, or multi-touch displays. Touchscreen, multi-touchdisplays, touchpads, touch mice, or other touch sensing devices may usedifferent technologies to sense touch, including, e.g., capacitive,surface capacitive, projected capacitive touch (PCT), in-cellcapacitive, resistive, infrared, waveguide, dispersive signal touch(DST), in-cell optical, surface acoustic wave (SAW), bending wave touch(BWT), or force-based sensing technologies. Some multi-touch devices mayallow two or more contact points with the surface, allowing advancedfunctionality including, e.g., pinch, spread, rotate, scroll, or othergestures. Some touchscreen devices, including, e.g., MicrosoftPIXELSENSE or Multi-Touch Collaboration Wall, may have larger surfaces,such as on a tabletop or on a wall, and may also interact with otherelectronic devices. Some I/O devices, display devices or group ofdevices may be augmented reality devices. The I/O devices may becontrolled by an I/O controller. The I/O controller may control one ormore I/O devices, such as, e.g., a keyboard and a pointing device, e.g.,a mouse or optical pen. Furthermore, an I/O device may also offerstorage and/or an installation medium for the computing device. In stillother embodiments, the computing device may offer USB connections (notshown) to receive handheld USB storage devices. In further embodiments,an I/O device may be a bridge between the system bus and an externalcommunication bus, e.g. a USB bus, a SCSI bus, a FireWire bus, anEthernet bus, a Gigabit Ethernet bus, a Fiber Channel bus, or aThunderbolt bus. In the embodiments the user device could be an optionalcomponent and would be utilized in a situation in which the pairedwearable device is utilizing the user device as additional memory orcomputing power or connection to the internet.

Further, a wagering app 128, which is a program that enables the user toplace bets on individual plays in the live event 102, as well as displaythe audio and video from the live event 102, along with the availablewagers, and path overlays, on either the user’s mobile device 126 ortheir display 130. The wagering app 128 allows the user to interact withthe wagering network 108 in order to place bets and transact funds basedon wager outcomes.

Further, a display, such as a television, smartphone, tablet, gamingsystem, etc., on which the live event 102, along with the availablewagers, and path overlays can be displayed, may be utilized.

FIG. 2 provides an illustration of the current wager database 120. Thedatabase contains current wagers made through the mobile device 126wagering app 128 that have not yet been resolved. For example, in anembodiment of an American football game between the Chicago Bears andthe Green Bay Packers, three users have made a wager on the 67th play ofthe game, the Packers have the ball on the Bears′ 40 yard line, and itis 3rd down and 7 with 5:15 remaining in the fourth quarter. Each userhas inputted an indication that the next play will be a passing play andhave utilized the path wagering module 122 to wager on the exact route aplayer will run on the pass play. User Joe Smith believes the widereceiver number 88 will run an out route, in which the receiver runsstraight down the field for a distance then makes a right angle turntowards the sideline. The wagering network 108 is offering +250 odds onthis outcome, meaning if user Joe Smith wins his $10 bet, he will bepaid back $25. User Frank Jones also believes the play will result in apass to wide receiver number 88 but thinks that the receiver will run apost route, in which a receiver runs straight down the field towards thegoalpost. User Frank Jones wagered $50 on this outcome at +120 odds,meaning he will win $60 if the actual play results match his wager. UserSusan Robinson also believes the play will be a pass, but is wageringthat it will be a wheel route, in which the player runs out of thebackfield towards the sideline and then turns upfield to receive thepass, run by the running back number 23. The +300 odds on this outcomeindicate that user Susan Robinson will be paid out $300 if the actualoutcome matches her wager. Once a play is completed and the result ofthe play is compared to all current wagers, the account balance of eachuser who wagered on the play is updated based on the result of the play,the user’s wager and the odds on that wager. The database content isthen cleared or archived in a database of prior wagers that is kept forauditing purposes.

FIG. 3 provides an illustration that displays the path wagering module122. The process begins with the user logging into the wagering app 128on a mobile device 126. Depending upon the embodiment, the user may, atthis step, select the game they wish to wager on. This could beutilized, for example, when the user is both wagering and watching thelive event 102 on the mobile device 126. In another embodiment the usercould be watching the live event 102 on a display 130 that is separatefrom the mobile device 126, such as a television. In that embodiment theodds displayed would be based upon the live event 102 being displayed onthe display 130. That embodiment could rely on the user’s mobile device126 being paired with the television or a set top box, or internet TVdevice attached to that television. In both of these embodiments thelive event 102 the user is watching is identified to the wageringnetwork 108, at step 300. The odds database 116 is then queried for allcurrently available wagers on the identified live event 102, which, inthis example, is an American football game between the Chicago Bears andthe Green Bay Packers, at step 302. The available wagers retrieved fromthe odds database 116 are then displayed to the user on either theirmobile device 126 or another display 130. In this example, on the 67thplay of the game, there are a number of different available wagers,including whether the play will be a run or a pass, how many yards theplay will go for, if there will be a turnover, etc., but also wagers onthe paths of certain players. In one embodiment, the user could selectto wager on a pass. The module will then display available path wagerson specific players, such as the wide receiver number 88 running an outroute or a post route. Alternatively, all wagers could be displayed onthe first screen and allow the user to wager directly on the out routeby wide receiver number 88, without having to first select that theywish to wager on a pass play. How this is configured could be based uponwagering network 108 administrator preferences, user preferences, orconstraints of the display 130 or mobile device 126, at step 304. Themobile device 126 is then polled for the user selection of one of thedisplayed wagers that they wish to bet upon, at step 306. The modulethen determines if the user has selected to make a wager on this play.This continues until the play is started, at step 308. If the user hasnot selected a wager, the module polls the odds database 116 for newavailable wagers, at step 310. The module will return to step 304 todisplay the new available wagers. If the user has selected a wager, thatwager is recorded in the current wager database 120, at step 312. Oncethe wager is recorded, the AI vision module 124 is prompted to monitorthe live event 102 feed in order to predict the player’s, or in otherembodiments the ball’s, path through the field of play. As the modulebecomes more confident in the path of the player or ball, the display ofthe predicted route will change. For example, user Joe Smith wagered $10that Packer’s wide receiver number 88 will run an out route on thecurrent 3rd down and 7 on the Bears 35 yard line, with 5:15 to go in the3rd quarter, with the Bears leading 10-7. The AI vision module 124 willmonitor the movements of wide receiver number 88 during the play andcalculate the probable path he will take. The user’s wagered upon pathis displayed over the live event 102 feed and the AI vision module’s 124predicted route is also overlaid on the live event 102 feed. Based onthe AI vision module’s 124 confidence in the predicted path, or distancefrom the wagered upon route, the color or gradient of the predicted pathdisplay will change. For example, when the offensive players are in thehuddle, a large number of potential routes could be run by a widereceiver. The formation the offense takes, positioning and posture ofthe players, along with any pre-snap movement can be utilized by the AIto recalculate its confidence in the potential routes of the widereceiver. Such as the wide receiver lining up wide would make itunlikely that he would then run a wheel route, which typically starts inthe backfield. As players move leading up to the snap, the AI’sconfidence in the variety of potential outcomes will change. As moremovement data is collected the AI’s confidence in certain outcomes willincrease. In this example the wide receiver’s position at the snap madesome outcomes less likely. As the play develops more player movementdata is available for the AI to utilize in its calculations. Thereceiver’s initial movement off the line, his first step direction andspeed, make it less likely that he will run a slant route. As hecontinues downfield the movement and angle of his hips could be analyzedlooking for a tilt of the hips that indicate the receiver is about topivot to an out route. The lack of that hip tilt would make the AI moreconfident in the post or go routes over the out route. In oneembodiment, the user’s wagered upon route is overlaid on the screen,along with some number of other potential routes the receiver might run.The display of the other routes will change as the AI’s confidence ineach route changes. As the AI collects more data and becomes moreconfident that the receiver is running the out route, the display ofthat route will continue to darken while the representation of otherroutes becomes lighter as the AI’s confidence in those routes declines.Once the play is completed the AI vision module 124 will return to thepath wagering module 122, at step 314. Once the AI vision module 124 iscomplete, the actual result of the play, in this example the out routerun by wide receiver number 88, is compared to the user’s wager, at step316. The user’s wallet balance is then updated based on the wagercomparison with the actual result. In this example, user Frank Jones’saccount balance will increase by $25 ($10 wager with +250 odds), whileuser Joe Smith ($50) and user Susan Robinson ($100) have their accountbalance decrease by their wager amount, at step 318. The module thendetermines if the user has logged out of the wagering app 128, at step320. If the user has not logged out of the wagering app 128, the modulereturns to step 302. If the user has logged out of the wagering app 128,the program ends, at step 322.

FIG. 4 provides an illustration of the AI vision module 124. The processbegins with the receiving of a prompt from the path wagering module 122that indicates the user has selected a wager on the path of a player orobject, such as the ball, or puck, through the field of play during aplay or event inside of the live event 102, at step 400. In this examplethree users, Joe Smith, Frank Jones, and Susan Robinson, have all madewagers on the path of a potential pass catcher on the 67th play betweenthe Chicago Bears and the Green Bay Packers. User Joe Smith and userFrank Jones both wagered that the pass would go to wide receiver number88, with user Joe Smith wagering on an out route as the receiver’s path,and user Frank Jones waging on a post route. User Susan Robinson wageredon the pass going to a different player, running back number 23, withthat pass catcher running a wheel route. The live event 102 feed to eachuser is adjusted to include an overlay of the path they wagered upon, atstep 402. The sensor feed, and, in this embodiment, the video feed, fromthe live event 102 is monitored for movement of the player or objectthat is being wagered upon, at step 404. In this embodiment, that isboth Green Bay wide receiver number 88 and Green Bay running back number23. The module will then either proceed to step 408 or return to step404 based on the detection of movement or the detection of no movement,at step 406. If no movement is detected, the module returns to step 404.If movement of at least one of the players wagered upon is detected, themodule compares that movement to video of that player in past plays inthe AI video database 118, at step 408. At this point, the module relieson one of a number of artificial intelligence based systems forpredicting the route of a player or ball through a field of play basedon video analysis of the current play compared to a database of previousvideo. In this example the AI will examine the movements of thepotential pass catchers, wide receiver number 88 and running back number23, and compare those movements to video of the same player in similarplays in the past, in order to predict where they will travel. Thesemovements could be large scale movements, such as the player’s physicalposition on the field as they run, and they could also be small scalemovements such as, the tilt of their shoulders, angle of their hips,focus of their gaze, etc., depending upon the specific algorithm of theAI used. The movement detected is processed by the AI to determine ifthe detected movement indicates a projected path for the player orobject, at step 410. If the path does not indicate a projected path, forexample the first move of the player at the snap of the ball does noteliminate enough possible paths for the AI to make a projection with ahigh confidence, the module returns to step 404. If the movementdetected does indicate a projected path, that path is overlaid on theuser’s display 130 or mobile device 126, at step 412. Until the play iscomplete the module will keep cycling back to step 404 in order to getthe most up to date projected path with the highest confidence leveluntil the play is completed. The projected path that is overlaid on theuser’s display 130 or mobile device 126 changes as these cycles are run.If the projected path changes, then the overlaid path changes. If theconfidence level of the projection changes, then the color, shade, orgradient of the projected path changes. For example, the module ismonitoring wide receiver number 88 and, at the snap, begins runningforward away from the line of scrimmage. At this point there are anumber of different routes the receiver could possibly run. If thisparticular receiver was primarily a deep threat, the module may be ableto project that the receiver is running a fly pattern or post route andbegin to overlay that route on the user’s display 130 or mobile device126. If the receiver is more versatile, the module may not be able tomake a projection until more data is collected. Once the module has aprojected path, and it is overlaid on the display 130, the presentationof that path will change based on the confidence level of the AI in theprojection. If the receiver runs forward, and the AI is equallyconfident in a post route, fly pattern or out route, the AI caneliminate the slant route from its list of potential paths. With threeequal options, it could either display none of these routes aspredictions, or, in other embodiments, it could display all three. Asthe receiver progresses down field, the AI becomes more confident in theout route as its projection. The other two routes fall off the displayoverlay, and the out pattern begins to get bolder on the display 130, orchanges color to indicate the AI in gaining confidence in itsprediction. This continues until the play is complete, at step 414. Oncethe play is complete the AI vision module 124 sends a prompt, at step416 to the path wagering module 122.

The foregoing description and accompanying figures illustrate theprinciples, preferred embodiments and modes of operation of thoseembodiments. However, the embodiments should not be construed as beinglimited to the particular embodiments discussed above. Additionalvariations of the embodiments discussed above will be appreciated bythose skilled in the art. Therefore, the above-described embodimentsshould be regarded as illustrative rather than restrictive. Accordingly,it should be appreciated that variations to those embodiments can bemade by those skilled in the art without departing from the scope of theinvention as defined by the following claims.

What is claimed is:
 1. A method for displaying a probabilistic outcomeover video of a live event, comprising: retrieving at least one activelive event upon which probabilistic outcomes can be determined onactions occurring during that live event; presenting at least oneprobabilistic outcome on an action occurring during of the live event;selecting at least one player or object in an area of play inside thelive event for providing at least one probabilistic outcome; andproviding at least one a probabilistic outcome on the selection.
 2. Themethod of claim 1, further comprising triggering the presenting of atleast one probabilistic outcome on an occurring during of the live eventthrough detection of movement of at least one player inside the liveevent.
 3. The method of claim 1, wherein the at least one player orobject who is the basis for the probabilistic outcome is at least one ormore players or objects selected from a predetermined group of playersor objects.
 4. The method of claim 3, wherein the predetermined group ofplayers or objects is based on the type of live event.
 5. The method ofclaim 1, wherein one or more probabilistic outcomes are determined byartificial intelligence.
 6. The method of claim 1, wherein thedetermination of whether a probabilistic outcome was successful is basedon a difference between the actual path taken and the path wager,wherein the path wager is successful if the difference between theactual path taken and the path wager is less than a threshold value. 7.The method of claim 1, further comprising displaying at least oneprojected path related to the probabilistic outcomes, wherein theconfidence of the at least one projected path is adjusted during a playin the live event.
 8. The method of claim 1, wherein the adjustment ofthe display of the at least one projected path includes at least one ofvarying the color, shade, and gradient of the overlaid projected path.9. A computer implemented method for providing a probabilistic outcomeof an action associated with a player or object in an area of playduring a live event, comprising executing on a processor the steps of:displaying at least one active live event upon which probabilisticoutcomes be determined on actions occurring inside of that live event;displaying at least one probabilistic outcome on a action occurringinside of the live event; displaying a projected outcome path of atleast one player or object in an area of play inside the live event;overlaying the projected path of the player or object over the liveevent display; adjusting display of the overlaid projected path duringthe action in the live event.
 10. The computer implemented method ofclaim 9, further comprising displaying a plurality of probabilisticoutcome paths.
 11. The computer implemented method of claim 9, whereinthe adjusting of the display of the overlaid projected path during theaction comprises at least one of changing color, shade and gradient ofthe overlaid projected path.
 12. The computer implemented method ofclaim 9, further comprising overlaying a plurality of projected paths ofthe player or object over the event display.
 13. The computerimplemented method of claim 12, further comprising removing all but oneof the plurality of projected paths of the player or object from theevent display during the display of the action.